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Diablo IV and the seasonal cycle

I’ve gone from thinking that Diablo IV is perhaps not for me, to starting a second character and working on different builds and trying to hit tougher content. It’s fun having a couple of characters and different play-styles. Something you do in a lot of RPGs, right?

Well…..Diablo, and specifically Diablo IV in this case, affords you that luxury, but not how you’d expect. I kind of hate it, but think it’s probably a good idea in terms of longevity in a live-service game.

While the core gameplay loop of slaying demons and collecting loot remains eternally satisfying, the cyclical nature of seasons, with their fresh starts and exclusive rewards, introduces a fascinating dichotomy of player experience.

Diablo IV - Lilith ready to die
 

Seasons – For

One of the most compelling arguments for seasons is the fresh start they offer. With each new season, players are thrust back to level one, stripped of their powerful gear and forced to re-experience the core progression systems.

This enforced equality fosters a sense of community and shared purpose as everyone races towards the endgame. Moreover, seasons often introduce new gameplay mechanics, balance changes, and unique items, injecting a much-needed dose of variety into the experience.

This prevents the endgame from becoming stale and encourages players to experiment with new builds and playstyles.

The allure of seasonal rewards, such as cosmetic items and powerful legendary powers, further incentivizes participation and provides tangible goals to strive for. Starting a new character each season also allows for exploration of different classes, promoting build diversity and a deeper understanding of the game’s mechanics.

Diablo IV - Open the gates to hell
 

Seasons – Against

However, the seasonal structure also presents some significant drawbacks. The most prominent of these is the sense of loss associated with abandoning a meticulously crafted character. After investing countless hours into perfecting a build and acquiring powerful gear, the prospect of starting from scratch can be disheartening.

This feeling is exacerbated by the limited-time nature of seasonal content. Knowing that all the effort poured into a seasonal character will eventually be relegated to the non-seasonal realm can diminish the sense of accomplishment.

Furthermore, the pressure to keep up with the seasonal treadmill can lead to burnout, as players feel compelled to grind through the same content repeatedly to stay competitive. This can detract from the joy of exploration and experimentation that Diablo is known for.

Diablo IV - Mephisto
 

Has it always been this way?

No, the seasonal cycle wasn’t present in the original. Diablo or Diablo 2. It was introduced in Diablo 3 and has become a staple of the franchise ever since.

Here’s a quick breakdown:

Diablo (1996) & Diablo 2 (2000): Focused on the core gameplay loop of character progression, loot hunting, and exploring challenging dungeons. While expansions added content and features, there wasn’t a cyclical seasonal structure. Players continued to build upon their existing characters indefinitely.

Diablo 3 (2012): Initially launched without seasons. But they were added in a later patch (v2.1.0 in August 2014). This introduced the concept of seasonal characters, leaderboards, and exclusive rewards, fundamentally changing how many players engaged with the endgame.

Diablo 4 (2023): Seasons are a core component of the game from launch. They build upon the foundation established in Diablo 3. Offering fresh starts, new content, and a battle pass system for both free and paid rewards.

The introduction of seasons in Diablo 3 was a response to player feedback. A desire to keep the game fresh and engaging. It has proven to be a popular addition, though as we discussed, it comes with its own set of pros and cons.

Diablo IV - Lets go
 

Diablo Seasons

Ultimately, the decision of whether to embrace or resist the seasonal cycle is a personal one.

For some, the thrill of a fresh start and the pursuit of new challenges outweigh the drawbacks. For others, the sense of loss and the pressure to keep up can be overwhelming.

Diablo IV, to its credit, attempts to mitigate these issues by offering both seasonal and non-seasonal realms, allowing players to choose their preferred experience.

I think for a game that has such a hardcore audience, it’s likely the right move. I’ve read forum posts about it and seen, time and time again, the hardcore players coming out to defend it. I get it, you want an endless game to feel fresh. Grinding for gear and XP can be really fun, but it can get stale quick.

Blizzard are largely damned if they do, damned if they don’t. Diablo IV and presumably Diablo V onwards, will likely continue to do this and whilst it irks me, the logic and benefits to those diehards outweigh my frustration, for sure.

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